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Fantasy campaign in NE Indy area where setting is created cooperatively with players.

The actual setting will be developed cooperatively with all players and myself using Microscope RPG. I have a starting map. The history, cultures, and races will be developed. Starting setting palette includes but not exclusive to:
All elves have been corrupted by an evil force (No Drow)
No Halflings/Perch
World has a strong tie with the elemental planes.

Our playing style is:
50% Combat
35% Story Development
15% Role Playing (Acting)

Rank the following in order that matches your playing style:
 ____ Accumulating Cool powers: Enjoying the acquisition of loot/powers, planning a character many levels in advance.
 ____ Kicking Butt: Enjoying combat for the sake of inflicting mayhem and destruction on foes.
 ____ Brilliant Planning: Enjoying combat for the sake of winning, beating foes with brains and tactics.
 ____ Puzzle Solvers: Resolving riddles, short puzzles or longer investigation type puzzles.
 ____ Playing a favorite role: Seeking the same class/themes/roles campaign after campaign.
 ____ Super Coolness: Being a badass and be able to show it often.
 ____ Story: Enjoys exploring a story unfold around a characters actions and choices.
 ____ Actor: Seeking to explore and develop a character from an internal perspective.
 ____ Irresponsibility: Being able to create trouble without having to deal with real-world consequence (ex: jumping off the rails and go wild!)
 ____ Setting Exploration: Seeking new horizons in a setting and learning the lore of in game
objects, locales and events.
 ____ The Outlier: Seeking the emotional kick of subverting a groups dynamic by creating weird characters or actively seeking failure.
 ____ Lurker: No clear goal or motivation except to show up at the game and participate.

Please indicate which of the following responses best matches your expectation for missions:
 Im okay with failing a side mission.
 Im okay with failing a mission related to the overall campaign goals.
 Im okay with failing a mission related to the overall campaign goals, but only if it isnt too hard to fix the failure.
 Im okay with failing an overall campaign mission thus far (e.g., prevent a gate from forming to an evil plane) as long as we get new related goals (e.g., fight what comes through the gate and then close the gate).
 Im okay with failing a mission related to the overall campaign goals as long as we get new goals and those goals may be unrelated (e.g., survive the demon horde pouring through the gate; save/protect the McGuffin from the demon horde).
 Im only okay with failing side missions that are tangentially or only loosely related to main goals. Beyond that, I like a GM to keep us moving closer to a successful completion of the over all goal.
 Im okay with failing. Period. Even the whole campaign.
 Though I know the party wont be perfect, I really need every mission to end with at least a modicum of success.
 I prefer the party to set its own goals and dont want a given goal in the GMs mind before we create characters or before we start a mission.

When has it been okay or even fun for your character to die in a game? (Check all that apply.)
 Never. How could that even be fun?
 When the character can be resurrected and eventually catch up to other characters in power level.
 When it forwarded a plot overall or made a very dramatic enjoyable scene.
 When the GM thought we made serious mistakes and the dice dictating it.
 When I got an awesome death monologue.
 When I had something else to do at the table afterward.
 The acceptability of character death is inversely proportional to the amount of time it takes to create a new character.
 Character death is more acceptable the longer and more successful my character has been.
 Character death is less acceptable the longer and more successful my character has been.
 Character death appropriateness is based on my character. If I play a cautious, careful, combat avoid, and combat savvy character, I expect those traits to help the character live longer. If I play a reckless foolish character, I expect death to catch up to the character
eventually.
 It is okay to me if other characters die for character/story reasons but not if it affects my character too much.

When we start the campaign, I want my character to be able to:
 Influence a small group of people known to him or her
 Influence events in a small group
 Influence events on a local level (neighborhood or small town)
 Influence a large city
 Influence a state or region
 Influence a country
 Influence a world
 Influence a plane
 Influence the fabric of reality

By the time we finish a campaign, I want my character to be able to:
 Influence a small group of people known to him or her
 Influence events in a small group
 Influence events on a local level (neighborhood or small town)
 Influence a large city
 Influence a state or region
 Influence a country
 Influence a world
 Influence a plane
 Influence the fabric of reality

How fast do you like your characters power level to develop?
 I like to see power development every session.
 I like to see power development every few sessions.
 I like to see power development a couple of times a year.
 Power development is not as important to me as character development.

How realistic do you like character mortality to be?
 Realistic: A point blank shot to the head should be fatal almost every time even for PCs.
 Heroic: For most people in the world a point blank shot to the head would be fatal but not for my character.
 Realistic or Heroic as above but with faster healing to keep the game moving and my character in the story.
 Cinematic: A point blank shot should kill, but the bad guy flinched and grazed me instead. Then I knocked him out and grabbed the gun out of the air and turned it on him before he even hit the ground.
 Superhero: My skull flattens bullets.

What kind of overarching campaign goals interest you. Pick your top 3:
 Halt a danger to a home town
 Fight a war of defense
 Be loyal to an organization (get orders, fulfill missions)
 Stop an evil organization/evil overlord
 Save the world/universe
 Stop the internal power grab within my organization/country
 Build up the power/wealth/status of my loyal patron
 Explore the world
 Conquer
 Avenge the wronged
 Protect the weak
 Build my power and the power of my friends

I like playing in a game where:
 Scene A leads to Scene B leads to Scene C, and our success or failure in each leads to how difficult the next scene will be but not whether the next scene will be.
 Where the adventure starts with Scene A and leads to Scene D, but where, when, how and whether B and C come about is up to the players.
 Where the adventure starts with Scene A and leads to goal D, but the path between those points is up to the players.
 Where the adventure starts with Scene A, and from there the players are free to set, change and accomplish their own goals.